Jump to content


  • Content count

  • Joined

  • Last visited

  • Days Won


jd40 last won the day on January 9

jd40 had the most liked content!


About jd40

  • Rank

Contact Methods

  • Steam
  • Twitter URL

Recent Profile Visitors

1,670 profile views
  1. [WIP] de_biome

    Thanks for the tip. I was looking at some reference pictures and Africa does have a disproportionately high number of white/bright cars. But you're right, an odd dark/colored car wouldn't hurt.
  2. [WIP] de_biome

    Another update this week! New 3D skybox Signposting New foliage (desaturated is new) I replaced the old textures with a new hr one. Still needs some tweaking, maybe bring some color back. I'd also like to make the jungle seem thicker in some places.
  3. [WIP] de_biome

    Update: I made a second set of dome models. They have about 10% of the old models polys. I've been able to replace about half of them with the new cheap version without any noticeable difference. The other half will switch based on "Shader Detail" setting. I hope people will find the performance more acceptable now. On the visual side I've been detailing the floor and trying out some sun beam models.
  4. [WIP] de_biome

    Thanks man I'll get right on these! Seems like you're the first guy who found the easter egg, congrats
  5. [WIP] de_biome

    It's finally time for the release! Workshop download Since the contest deadline I've mostly been working on improving clipping, small lighting bugs etc. One notable thing I did is, I merged the modular dome models. The dome used to be made of about 2500 models, now it's only about 50. This improved the performance by about 15-20% throughout the map (on my system). I'm hoping to get some feedback on performance improvements. If this was successful on other systems too I'll try the foliage and other models as well.
  6. [WIP] de_biome

    Here's the workshop link to my map to qualify me for the contest. It's been public all along anyway. Workshop download I'll be doing the re-release sometime in the coming week.
  7. [WIP] de_biome

    Cliff textures are actually stock valve. I photoshopped some moss on it, changed the color and made a few custom blends. I can release this stuff once I'm done of course.
  8. [WIP] de_biome

    Most of it is displacements mixed with a few props.
  9. [WIP] de_biome

    Thanks for the kind words guys! Hope not to disappoint anyone, those are just cherrypicked screenshots.
  10. [WIP] de_biome

    I got the idea from this tutorial but don't know if it still works or if you can pack them into bsp. https://www.youtube.com/watch?v=WisP78FPs4M
  11. [WIP] de_biome

    Thanks! Yep, my method goes like this: Wallworm import model -> change vmt location to my own -> compile I guess I can upload it after I release the map. Also planning to make desert gign playermodels.
  12. [WIP] de_biome

    Just got done with the first art pass. There's some work left but the map should be in a presentable state for the deadline. Maybe I'll try to squeeze in that last minute playtest on sunday or tuesday.
  13. WIP in WIP, post your level screenshots!

    Thanks for the tip I'll be sure to add that frame.
  14. WIP in WIP, post your level screenshots!

    It's displacements mixed with stock csgo rocks.
  15. WIP in WIP, post your level screenshots!

    Some stuff from my contest map